If you are creating a texture out of the engine's scope, you have to make sure to upload it again after a context loss. So in this case, you have to reupload the texture in onResume and set the new ID.

Yes , I reupload the texture and it worked ! But is seems a little something wrong , at the first , the transparent clamping texture shows ok, but when reload texture , there are a thick black line around the texture. I don't know why...

sorry , I have another question , when i set gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);

the texture shows ok , but when I set gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR_MIPMAP_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL10.GL_TRUE);

That's all for the external texture, i guess? May i ask what's the purpose of all this is? The option to redirect a texture to an external source was meant to be used for textures filled by the camera or the media player. But for those textures, mip maps make no sense and won't even work. For almost all other textures, there's no point in making them external. So...why?